June 25, 2008

3d virtual reality adoption in the consumer marketplace, particularly the home, has been limited by three primary factors. First, the technology needed to display 3d virtual reality has been expensive and not integrated into consumer electronic devices. Second, the interfaces to achieve 3d have been cumbersome in specific those associated with active stereo display. Third, the bandwidth necessary to move highly accurate models has been limited to the home.These characteristics coupled with little "mass" exposure to 3d virtual reality immersion have effectively killed the home from being a virtual reality marketplace.

However, within the past two years there have been remarkable shifts that remove some of these technological obstacles along with an increased interest in 3d as a viewing experience. Perhaps the greatest indicator of consumer interest in these types of environments for entertainment could be seen in the box office success of the 3d animated feature Beowulf which grossed $82 million. [1]

From a technological standpoint, more vendors, driven by potential consumer entertainment interest, are integrating 3d virtual reality capabilities into consumer televisions which function as the monitor home entertainment computer. This integration on the consumer end also comes with a maturation of tools allowing for easier creation of 3d objects. [2] Finally, there is a persistently increasing broadband capability in the United States. Current estimates place broadband penetration at about 57% for all households.[3]